Two main interfaces are introduced:
- Container (chest, furnace, etc)
- MenuAccessor (includes Containers but also anvils, crafting tables etc. which are not containers)
Containers have inventories, locks, and everything from MenuAccessor
MenuAccessors have obstruction checks, and openToUnchecked() for plugins to use
I opted not to include precondition checks in openTo() because it's possible
to replicate those using the provided APIs if desired.
this allows getting rid of several container window classes.
we should probably look into adding more info to the BlockInventoryWindow to make the type easier to identify, though.
now that holder is tracked by an ephemeral window, we can put whatever we like in there.
this unblocks a variety of changes, such as positionless tiles, enhanced APIs on Blocks for inventories, and also eliminates a bunch of cyclic references within the core code.
linked to #5033
This commit completely revamps the way that blocks are represented in memory at runtime.
Instead of being represented by legacy Mojang block IDs and metadata, which are dated, limited and unchangeable, we now use custom PM block IDs, which are generated from VanillaBlocks.
This means we have full control of how they are assigned, which opens the doors to finally addressing inconsistencies like glazed terracotta, stripped logs handling, etc.
To represent state, BlockDataReader and BlockDataWriter have been introduced, and are used by blocks with state information to pack said information into a binary form that can be stored on a chunk at runtime.
Conceptually it's pretty similar to legacy metadata, but the actual format shares no resemblance whatsoever to legacy metadata, and is fully controlled by PM.
This means that the 'state data' may change in serialization format at any time, so it should **NOT** be stored on disk or in a config.
In the future, this will be improved using more auto-generated code and attributes, instead of hand-baked decodeState() and encodeState(). For now, this opens the gateway to a significant expansion of features.
It's not ideal, but it's a big step forwards.
fixes#4856fixes#458fixes#4529fixes#3299
Added API method Block::getSupportType(Facing) : SupportType
Added SupportType enum
fixes torch, lantern, door etc. placement on slabs and upside-down stairs
now, EnderChestInventory is just a temporary window, much like anvil/enchanting windows. It provides a gateway to the player's PlayerEnderInventory.
This removes one of the remaining obstacles to disallowing null World in Position constructor.